Thread: 5E - Better Combat Effects Gold
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November 17th, 2024, 16:07 #651
I'd need a screenshot. dying isn't a condition
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November 20th, 2024, 03:39 #652
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- Jul 2018
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Screenshot 2024-11-19 223307.png
Here's a screen shot. One wolf has zero hit points and is unconscious. Hover over the token and it says its dying or dead depending. Other wolf is attacking and getting pack tactics triggered. This is in a 5e campaign with BCEG as the only extension loaded.
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November 20th, 2024, 16:29 #653
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I always forget that dying is not a condition, lol. I wish that would be added for automation instead of applying unconscious and prone as separate effects. Stabilized I believe is a condition.
One workaround would be to apply a custom "effect" for Dying and then the OP's coding might work. But that would require a bit extra work they may not want to do.
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November 20th, 2024, 18:08 #654
They are 2 separate effects because one can be removed without the other being removed. If you had a dying type effect, you would need to lump those effects together and it would also be harder to detect for the other effects, plus the main reason is that often people would get healed, removing the effect, but not leaving the prone condition, which is a condition.
Dying isn't a condition by the rules, you really wouldn't want it either, as all it does is make it so you are rolling death saves vs stable or dead, or alive, of not rolling death saves.
Either way, unconscious condition, should be preventing the pact tactics. As unconscious also provided the incapacitated condition, which is a requirement for them not to be in for Pact Tactics.
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December 13th, 2024, 13:55 #655
Version Update: v5.43
Feature: 2024 support for Rogue Envenom Weapons automation
Feature: 2024 support for Rogue Stealth Attack cunning strike
Fixed: Saves from effects from non-CT sources e.g. advance effects, now default to source as target
Fixed: Range conditional not checking conditions correctly (pack tactics)
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December 14th, 2024, 12:37 #656
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- Feb 2021
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There are a lot of effects that now immediately end when the target becomes Incapacitated (and by extension, when they are Paralyzed, Petrified, Stunned, or Unconscious). Would save so much time to be able to append some kind of signifier, similar to (C) for Concentration, or (E) for removing the effect when the target reaches 0 hit points. In this hypothetical, if an effect had (I) or something like that, when the target gains one of the triggering conditions, the effect in question would be expunged.
It's also been clarified in the new rules that Incapacitated condition ends a creature's concentration. That's always been the case, but now it's specified within the Incapacitated condition itself. So, this would also be helpful for fully automating concentration. Not sure how easy it would be to implement, but it'd be a worthy inclusion, I think.
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January 6th, 2025, 17:06 #657
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- Dec 2015
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I'm trying to setup a NPC record, that when added to the combat tracker, will create an effect that will apply the poisoned condition with a SAVEE check. Is that currently possible to do with the extension? Is there anywhere that documents what does work (with strings needed) for the experimental NPC parsing feature?
Reela k'Dor
Let Honor Guide and Protect You
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January 6th, 2025, 17:14 #658
Hey ReelaK,
You will find in this link, a list of or the experimental NPC parsing feature.
https://www.fantasygrounds.com/forum...ffects-on-NPCs
Otherwise, it is possible to do it with this other extension (https://www.fantasygrounds.com/forum...ffects-on-NPCs) and write in the description of the ability of your creature something like:
[EFFECT] Attack; poisoned; SAVEE: [SDC] CON (R);
To modify according to the tags / values you want
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January 6th, 2025, 17:40 #659
It is not possible as far as I know to create the effects detailed in this extension via parsing. Both the links above refer to the same forum post so there may be an extension which does this but I'm not aware of it.
Also that forum post is now out of date and was incorporated into the wiki a long time ago and more things were also added including some video tutotials. See here https://fantasygroundsunity.atlassia...ffects-on-NPCs and here https://fantasygroundsunity.atlassia...ers#NPC-TraitsIf there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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January 6th, 2025, 17:51 #660
Here is the correct link for the expansion (copying mistake):
https://forge.fantasygrounds.com/shop/items/741/view
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